Buckets:
ktongue/docker_container / simsite /frontend /node_modules /three-stdlib /postprocessing /BloomPass.d.ts
| import { Pass, FullScreenQuad } from './Pass'; | |
| import { IUniform, ShaderMaterial, Vector2, WebGLRenderer, WebGLRenderTarget } from 'three'; | |
| import { ConvolutionShader } from '../shaders/ConvolutionShader'; | |
| declare class BloomPass extends Pass { | |
| renderTargetX: WebGLRenderTarget; | |
| renderTargetY: WebGLRenderTarget; | |
| materialCombine: ShaderMaterial; | |
| materialConvolution: ShaderMaterial; | |
| fsQuad: FullScreenQuad; | |
| combineUniforms: Record<keyof typeof CombineShader['uniforms'], IUniform<any>>; | |
| convolutionUniforms: Record<keyof typeof ConvolutionShader['uniforms'], IUniform<any>>; | |
| blurX: Vector2; | |
| blurY: Vector2; | |
| constructor(strength?: number, kernelSize?: number, sigma?: number, resolution?: number); | |
| render(renderer: WebGLRenderer, writeBuffer: WebGLRenderTarget, readBuffer: WebGLRenderTarget, deltaTime: number, maskActive: boolean): void; | |
| } | |
| declare const CombineShader: { | |
| uniforms: { | |
| tDiffuse: { | |
| value: null; | |
| }; | |
| strength: { | |
| value: number; | |
| }; | |
| }; | |
| vertexShader: string; | |
| fragmentShader: string; | |
| }; | |
| export { BloomPass }; | |
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